123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229 |
- /**************************************************************************/
- /* string_name.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef STRING_NAME_H
- #define STRING_NAME_H
- #include "core/os/mutex.h"
- #include "core/string/ustring.h"
- #include "core/templates/safe_refcount.h"
- #define UNIQUE_NODE_PREFIX "%"
- class Main;
- struct StaticCString {
- const char *ptr;
- static StaticCString create(const char *p_ptr);
- };
- class StringName {
- enum {
- STRING_TABLE_BITS = 16,
- STRING_TABLE_LEN = 1 << STRING_TABLE_BITS,
- STRING_TABLE_MASK = STRING_TABLE_LEN - 1
- };
- struct _Data {
- SafeRefCount refcount;
- SafeNumeric<uint32_t> static_count;
- const char *cname = nullptr;
- String name;
- #ifdef DEBUG_ENABLED
- uint32_t debug_references = 0;
- #endif
- String get_name() const { return cname ? String(cname) : name; }
- bool operator==(const String &p_name) const;
- bool operator!=(const String &p_name) const;
- bool operator==(const char *p_name) const;
- bool operator!=(const char *p_name) const;
- int idx = 0;
- uint32_t hash = 0;
- _Data *prev = nullptr;
- _Data *next = nullptr;
- _Data() {}
- };
- static inline _Data *_table[STRING_TABLE_LEN];
- _Data *_data = nullptr;
- void unref();
- friend void register_core_types();
- friend void unregister_core_types();
- friend class Main;
- static inline Mutex mutex;
- static void setup();
- static void cleanup();
- static uint32_t get_empty_hash();
- static inline bool configured = false;
- #ifdef DEBUG_ENABLED
- struct DebugSortReferences {
- bool operator()(const _Data *p_left, const _Data *p_right) const {
- return p_left->debug_references > p_right->debug_references;
- }
- };
- static inline bool debug_stringname = false;
- #endif
- StringName(_Data *p_data) { _data = p_data; }
- public:
- operator const void *() const { return (_data && (_data->cname || !_data->name.is_empty())) ? (void *)1 : nullptr; }
- bool operator==(const String &p_name) const;
- bool operator==(const char *p_name) const;
- bool operator!=(const String &p_name) const;
- bool operator!=(const char *p_name) const;
- char32_t operator[](int p_index) const;
- int length() const;
- bool is_empty() const;
- _FORCE_INLINE_ bool is_node_unique_name() const {
- if (!_data) {
- return false;
- }
- if (_data->cname != nullptr) {
- return (char32_t)_data->cname[0] == (char32_t)UNIQUE_NODE_PREFIX[0];
- } else {
- return (char32_t)_data->name[0] == (char32_t)UNIQUE_NODE_PREFIX[0];
- }
- }
- _FORCE_INLINE_ bool operator<(const StringName &p_name) const {
- return _data < p_name._data;
- }
- _FORCE_INLINE_ bool operator<=(const StringName &p_name) const {
- return _data <= p_name._data;
- }
- _FORCE_INLINE_ bool operator>(const StringName &p_name) const {
- return _data > p_name._data;
- }
- _FORCE_INLINE_ bool operator>=(const StringName &p_name) const {
- return _data >= p_name._data;
- }
- _FORCE_INLINE_ bool operator==(const StringName &p_name) const {
- // the real magic of all this mess happens here.
- // this is why path comparisons are very fast
- return _data == p_name._data;
- }
- _FORCE_INLINE_ uint32_t hash() const {
- if (_data) {
- return _data->hash;
- } else {
- return get_empty_hash();
- }
- }
- _FORCE_INLINE_ const void *data_unique_pointer() const {
- return (void *)_data;
- }
- bool operator!=(const StringName &p_name) const;
- _FORCE_INLINE_ operator String() const {
- if (_data) {
- if (_data->cname) {
- return String(_data->cname);
- } else {
- return _data->name;
- }
- }
- return String();
- }
- static StringName search(const char *p_name);
- static StringName search(const char32_t *p_name);
- static StringName search(const String &p_name);
- struct AlphCompare {
- _FORCE_INLINE_ bool operator()(const StringName &l, const StringName &r) const {
- const char *l_cname = l._data ? l._data->cname : "";
- const char *r_cname = r._data ? r._data->cname : "";
- if (l_cname) {
- if (r_cname) {
- return is_str_less(l_cname, r_cname);
- } else {
- return is_str_less(l_cname, r._data->name.ptr());
- }
- } else {
- if (r_cname) {
- return is_str_less(l._data->name.ptr(), r_cname);
- } else {
- return is_str_less(l._data->name.ptr(), r._data->name.ptr());
- }
- }
- }
- };
- StringName &operator=(const StringName &p_name);
- StringName(const char *p_name, bool p_static = false);
- StringName(const StringName &p_name);
- StringName(const String &p_name, bool p_static = false);
- StringName(const StaticCString &p_static_string, bool p_static = false);
- StringName() {}
- static void assign_static_unique_class_name(StringName *ptr, const char *p_name);
- _FORCE_INLINE_ ~StringName() {
- if (likely(configured) && _data) { //only free if configured
- unref();
- }
- }
- #ifdef DEBUG_ENABLED
- static void set_debug_stringnames(bool p_enable) { debug_stringname = p_enable; }
- #endif
- };
- bool operator==(const String &p_name, const StringName &p_string_name);
- bool operator!=(const String &p_name, const StringName &p_string_name);
- bool operator==(const char *p_name, const StringName &p_string_name);
- bool operator!=(const char *p_name, const StringName &p_string_name);
- StringName _scs_create(const char *p_chr, bool p_static = false);
- /*
- * The SNAME macro is used to speed up StringName creation, as it allows caching it after the first usage in a very efficient way.
- * It should NOT be used everywhere, but instead in places where high performance is required and the creation of a StringName
- * can be costly. Places where it should be used are:
- * - Control::get_theme_*(<name> and Window::get_theme_*(<name> functions.
- * - emit_signal(<name>,..) function
- * - call_deferred(<name>,..) function
- * - Comparisons to a StringName in overridden _set and _get methods.
- *
- * Use in places that can be called hundreds of times per frame (or more) is recommended, but this situation is very rare. If in doubt, do not use.
- */
- #define SNAME(m_arg) ([]() -> const StringName & { static StringName sname = _scs_create(m_arg, true); return sname; })()
- #endif // STRING_NAME_H
|